Startup Grind
Published in

Startup Grind

4 Things I learned Designing User Interfaces for VR at Disney.

The VR design space is 🔥🔥🔥.

Quick Intro

1. Print design is relevant to VR design

tl;dr — Print has solved this for the real world. No need to reinvent the wheel for the virtual world.

A Billboard for a Coca-Cola Ad, and the Oculus UI

2. Be Strategic with your targets

tl;dr—Users might gaze naturally in the center after invoking a thumbnail. Putting your targets out of the natural gaze position will prevent accidental clicks.

Example:

We had 2 paths for invoking our VR content

3. It’s important to mock it up in VR

tl;dr — Design comps are great, but you really need to see it in a headset to get an idea of what you’re designing.

Some random scale testing I was working on at the time.

4. It’s all about the feedback

tl;dr — Give your users some feedback when they’ve hovered over something interactive. The more the better, because a VR environment can be pretty distracting.

Some unused design directions, we opted for scale, color, and animation.

Wrapping it up

Enjoyed that read? Click the ❤ below to recommend it to other interested readers!

--

--

Stories, tips, and learnings from and for startups around the world. Welcoming submissions re: startup education, tech trends, product, design, hiring, growth, investing, and more. Interested in submitting? Visit our submission form here: https://airtable.com/shrShpeN89HrzCzOB

Get the Medium app

A button that says 'Download on the App Store', and if clicked it will lead you to the iOS App store
A button that says 'Get it on, Google Play', and if clicked it will lead you to the Google Play store